Internal: InputText: Tweaks (including a large indentation change, compare ignoring space) to make next commit more digestible.

docking
omar 6 years ago
parent be593f2c16
commit f988618ebe

@ -3223,50 +3223,51 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
bool clear_active_id = false; bool clear_active_id = false;
bool select_all = (g.ActiveId != id) && ((flags & ImGuiInputTextFlags_AutoSelectAll) != 0 || user_nav_input_start) && (!is_multiline); bool select_all = (g.ActiveId != id) && ((flags & ImGuiInputTextFlags_AutoSelectAll) != 0 || user_nav_input_start) && (!is_multiline);
if (focus_requested || user_clicked || user_scroll_finish || user_nav_input_start) const bool init_make_active = (focus_requested || user_clicked || user_scroll_finish || user_nav_input_start);
if (init_make_active && g.ActiveId != id)
{ {
if (g.ActiveId != id) // Access state even if we don't own it yet.
{ state = &g.InputTextState;
// Access state even if we don't own it yet. state->CursorAnimReset();
state = &g.InputTextState;
// Take a copy of the initial buffer value (both in original UTF-8 format and converted to wchar)
// From the moment we focused we are ignoring the content of 'buf' (unless we are in read-only mode)
const int buf_len = (int)strlen(buf);
state->InitialTextA.resize(buf_len + 1); // UTF-8. we use +1 to make sure that .Data is always pointing to at least an empty string.
memcpy(state->InitialTextA.Data, buf, buf_len + 1);
// Start edition // Take a copy of the initial buffer value (both in original UTF-8 format and converted to wchar)
const int prev_len_w = state->CurLenW; // From the moment we focused we are ignoring the content of 'buf' (unless we are in read-only mode)
const char* buf_end = NULL; const int buf_len = (int)strlen(buf);
state->TextW.resize(buf_size+1); // wchar count <= UTF-8 count. we use +1 to make sure that .Data is always pointing to at least an empty string. state->InitialTextA.resize(buf_len + 1); // UTF-8. we use +1 to make sure that .Data is always pointing to at least an empty string.
state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, buf_size, buf, NULL, &buf_end); memcpy(state->InitialTextA.Data, buf, buf_len + 1);
state->CurLenA = (int)(buf_end - buf); // We can't get the result from ImStrncpy() above because it is not UTF-8 aware. Here we'll cut off malformed UTF-8.
state->CursorAnimReset();
// Preserve cursor position and undo/redo stack if we come back to same widget // Start edition
// FIXME: We should probably compare the whole buffer to be on the safety side. Comparing buf (utf8) and edit_state.Text (wchar). const int prev_len_w = state->CurLenW;
const bool recycle_state = (state->ID == id) && (prev_len_w == state->CurLenW); const char* buf_end = NULL;
if (recycle_state) state->TextW.resize(buf_size + 1); // wchar count <= UTF-8 count. we use +1 to make sure that .Data is always pointing to at least an empty string.
{ state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, buf_size, buf, NULL, &buf_end);
// Recycle existing cursor/selection/undo stack but clamp position state->CurLenA = (int)(buf_end - buf); // We can't get the result from ImStrncpy() above because it is not UTF-8 aware. Here we'll cut off malformed UTF-8.
// Note a single mouse click will override the cursor/position immediately by calling stb_textedit_click handler.
state->CursorClamp(); // Preserve cursor position and undo/redo stack if we come back to same widget
} // FIXME: We should probably compare the whole buffer to be on the safety side. Comparing buf (utf8) and edit_state.Text (wchar).
else const bool recycle_state = (state->ID == id) && (prev_len_w == state->CurLenW);
{ if (recycle_state)
state->ID = id; {
state->ScrollX = 0.0f; // Recycle existing cursor/selection/undo stack but clamp position
stb_textedit_initialize_state(&state->Stb, !is_multiline); // Note a single mouse click will override the cursor/position immediately by calling stb_textedit_click handler.
if (!is_multiline && focus_requested_by_code) state->CursorClamp();
select_all = true; }
} else
if (flags & ImGuiInputTextFlags_AlwaysInsertMode) {
state->Stb.insert_mode = 1; state->ID = id;
if (!is_multiline && (focus_requested_by_tab || (user_clicked && io.KeyCtrl))) state->ScrollX = 0.0f;
stb_textedit_initialize_state(&state->Stb, !is_multiline);
if (!is_multiline && focus_requested_by_code)
select_all = true; select_all = true;
} }
if (flags & ImGuiInputTextFlags_AlwaysInsertMode)
state->Stb.insert_mode = 1;
if (!is_multiline && (focus_requested_by_tab || (user_clicked && io.KeyCtrl)))
select_all = true;
}
if (init_make_active)
{
IM_ASSERT(state && state->ID == id); IM_ASSERT(state && state->ID == id);
SetActiveID(id, window); SetActiveID(id, window);
SetFocusID(id, window); SetFocusID(id, window);
@ -3275,11 +3276,10 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
if (!is_multiline && !(flags & ImGuiInputTextFlags_CallbackHistory)) if (!is_multiline && !(flags & ImGuiInputTextFlags_CallbackHistory))
g.ActiveIdAllowNavDirFlags = ((1 << ImGuiDir_Up) | (1 << ImGuiDir_Down)); g.ActiveIdAllowNavDirFlags = ((1 << ImGuiDir_Up) | (1 << ImGuiDir_Down));
} }
else if (io.MouseClicked[0])
{ // Release focus when we click outside
// Release focus when we click outside if (!init_make_active && io.MouseClicked[0])
clear_active_id = true; clear_active_id = true;
}
// We have an edge case if ActiveId was set through another widget (e.g. widget being swapped) // We have an edge case if ActiveId was set through another widget (e.g. widget being swapped)
if (g.ActiveId == id && state == NULL) if (g.ActiveId == id && state == NULL)
@ -3630,17 +3630,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
if (clear_active_id && g.ActiveId == id) if (clear_active_id && g.ActiveId == id)
ClearActiveID(); ClearActiveID();
// Set upper limit of single-line InputTextEx() at 2 million characters strings. The current pathological worst case is a long line // Render frame
// without any carriage return, which would makes ImFont::RenderText() reserve too many vertices and probably crash. Avoid it altogether.
// Note that we only use this limit on single-line InputText(), so a pathologically large line on a InputTextMultiline() would still crash.
const int buf_display_max_length = 2 * 1024 * 1024;
// Select which buffer we are going to display. We set buf to NULL to prevent accidental usage from now on.
const char* buf_display = (state != NULL && !is_readonly) ? state->TextA.Data : buf;
IM_ASSERT(buf_display);
buf = NULL;
// Render
if (!is_multiline) if (!is_multiline)
{ {
RenderNavHighlight(frame_bb, id); RenderNavHighlight(frame_bb, id);
@ -3651,7 +3641,17 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
ImVec2 draw_pos = is_multiline ? draw_window->DC.CursorPos : frame_bb.Min + style.FramePadding; ImVec2 draw_pos = is_multiline ? draw_window->DC.CursorPos : frame_bb.Min + style.FramePadding;
ImVec2 text_size(0.0f, 0.0f); ImVec2 text_size(0.0f, 0.0f);
// We currently only render selection when the widget is active or while scrolling. // Set upper limit of single-line InputTextEx() at 2 million characters strings. The current pathological worst case is a long line
// without any carriage return, which would makes ImFont::RenderText() reserve too many vertices and probably crash. Avoid it altogether.
// Note that we only use this limit on single-line InputText(), so a pathologically large line on a InputTextMultiline() would still crash.
const int buf_display_max_length = 2 * 1024 * 1024;
// Select which buffer we are going to display. We set buf to NULL to prevent accidental usage from now on.
const char* buf_display = (state != NULL && !is_readonly) ? state->TextA.Data : buf;
IM_ASSERT(buf_display);
buf = NULL;
// Render text. We currently only render selection when the widget is active or while scrolling.
// FIXME: We could remove the '&& render_cursor' to keep rendering selection when inactive. // FIXME: We could remove the '&& render_cursor' to keep rendering selection when inactive.
const bool render_cursor = (g.ActiveId == id) || user_scroll_active; const bool render_cursor = (g.ActiveId == id) || user_scroll_active;
const bool render_selection = state && state->HasSelection() && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor); const bool render_selection = state && state->HasSelection() && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor);

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